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Wilmot Works It Out
Available now for PC and Mac!
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Boy Are Our Arms Tired
Thanks for the fun, Gamescom and PAX West!
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Wilmot's Warehouse is Now a Board Game!
A game about making up silly stories with your friends!
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An Ode to Plushies
Our softest, most huggable, lovable friends.
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Get TUNIC for Free on PS Plus!
Don't forget to check your manual.
Overland Patch Notes - Build 135
- softlock when firing flare gun and spilling fuel from backpack
- need to remove the “Stay in verb filter mode” thing
- cleaned up some animation timing issues w verbs/events
- replaced some missing deferred decal renderers
- can’t select characters in a full car when standing next to it? [intentionally leaving this in for now]
- dragged corpses make a noise alert and shouldn’t
- some kind of refresh or clear-color issue with the map screen projection [turns out this is related to separate capture software. still very very very weird tho]
- fixed annoying pause when AI spend too long scoping their new item
- drive tiles are shown when dog is actually walking out of a running car
- there’s a mosueover issue with injured dogs on walkouts
- upgrade to latest Unity
- new build script “Waffles” is a very good boy and did everything good
- some linux installs have trouble loading / executing the audio engine DLL - requires SDL2 to be installed separately (???)
- need to add win32 to the automated deployment targets
Overland Patch Notes - Build 132
- addressed all b131 crash reports
- fixed a pull-peeking bug
- addressed some confusion around out of gas driving scenarios
- fixed some puppers wildcard vars
- bunch of awful E3 hacks
- fixed a bug about invisible hats on injured folk
- idle animations have some variable speed stuff going on now
- bunch of fire next turn, fuel can, and corpse-related fixes
- knocked-out humans will match ground slope finally
- removed some of the longer character names
- more character and environment art fixes
- some attempted optimizations that hopefully didn’t break anything
Overland Patch Notes - Build 128
- 6-ish new wild card scenarios
- camera zoom goes out a bit farhter now, helps work around UI things that we have to fix later
- click directly on most objects to interact with their “Default” action
- adjusted “ap usage preview” flickering to be more noticeable
- new flare gun animation
- thrown objects actually appear to be thrown for the first time ever
- monsters drag corpses (fixed)
- got a hover state going for peeps and vehicle when you mouse over em
- fixed that trust / trait bug again
- characters invisible when level starts after several walkouts in a row (fixed)
- 21:9 aspect ratio support
Overland Patch Notes - Build 126 + 127
- WARNING: your old saves will get erased by this build!
- turns out setting corpses on fire was doing weird things. FIXED!
- repaired item UI race condition issue
- trying another solution to a rare swap-items bug
- fixed location names not displayed in-game properly after save + load
- fixed characters getting negative miles traveled again after save / load
- fixed mouse cursor highlighting wrong after changing resolution
- peeps overlapping in the portrait cam
- fixed - exit verb availability issue & walking-on-tire-tracks issue
- healed characters will face their healer now
- cut van back to 4 passengers again sorry :(
- updated more animations!
- adjusted monster-sound-wave Y height
- stragglers can’t use trust traits anymore
- radio has limited uses now!
- gate opening is undoable now!
Overland Patch Notes - Build 125
- got a weird crash on a load-to-campfire scenario too? hmmm
- all monsters have death animations, and large monster corpses can block the road now. all corpses are draggable, even by dogs! All corpses also flammable
- nerfing fuel availability a bit, hopefully will produce the right pressures…
- fixed some more animation stuff
Overland Patch Notes - Build 124
- driving paths are actually a little more strict now - this is going to change some of the difficulty but will look less stupid
- made twitter summary cards for the overland URLs #branding #synergy
- ground / hand item pickup UI needs to get put back how it was before!
- renamed ‘gas bottle’ to hopefully be less confusing about affordances
- rebalanced trait assignment / availability in all biomes
- harder roadblocks w more variety
- fixed a lighting bug on the mountain roadblock
- barricade shows damage visibly now
- misc audio fixes
- beacons are flammable now because f u lol
- monster spawn animations work again
- verbs won’t peek while dragging camera anymore
- changed when AP get visually deducted (looks way better!!)
- misc animation / UI adjustments
- speech bubble crash
- let players enter cars diagonally